#ue4-general
1 messages Β· Page 956 of 1
that message you posted normally comes from the unrealversionselector file which is used to say "this folder is an unreal engine install"
Yes, the uproject file.
How Do You Change The order of the Children of a Box
Hey Guys, unreal engine beginner here. Im playing around all day but cant find the right way to scale this vehicle without messing up collisions. What am i missing? Is there a quick fix? Thank you!
This works for a shortcut on the desktop, just not if I pin it to my taskbar.
I think this might be a windows feature. Maybe windows doesn't support linking directly to a file on the taskbar? I thought it might work like quickaccess in that way. It does not. And in fact, you can't do that in quick access either.
Is anyone here? It is very urgent
My prices are always 0.01β¬ even when I put this on the schema "price": "1;USD100,EUR030",
hey guys sorry but what does 1-x mean,how do u go about getting it? π
it's called OneMinus
thank you !!
Why
both are just tools to get things done.
And both can be better depending on your project type and targeted platforms
both are only as good or bad as the person using em
Anyone know how i get these? I made a new project and cant seem to get these to show up under trace responces
What is the difference between Rename() and SetActorLabel() ?
Is ActorLabel for the name displayed under the Level Hierarchy?
thanks β€οΈ
So, I decided to play around with the water plugin, placed a lake, and...
nothing?
Water Body Lake
i think you may need to enable 'edit landscape layers'
In project settings?
on the landscape details
you may need to like drag it all back into the scene after doing all that, possibly remove the water manager thing as well
i remember it being quite finicky, that setting definitely needs to be enabled though
hey there,
i always have these bad build elements, like you can see that certain elements are not properly blend, does anyone know how to fix this?
Okay, deleted my landscape, created a new one, water works just fine now
is is possible to spawn the spline ingame ??
my directional light keeps emiting as sky light when it is not casting any light on my landscape HALP
Where do i find these inputs ?
that node would be in your blueprint event graph
in your project settings - input section you can create that
is there a support channel?
every channel except share your work
ah okay, so issue is, i think i be stupeed. For some reason whatever i texture in substance comes out so extremely glossy in ue4
i usually have to multiply the roughness x4 for it to look somewhat accurate, but it obviously doesnt allways work
make sure to use pbr metalness workflow and uncheck sRGB from data textures
Hey dudes, how to disable compiler optimization for the whole UE4. It is hard to debug smth if you cant see value. Do I have to build UE4 from source?
on the texture settings
mostly of the time they are imported correctly, but check anyway
gimme a second ill search where the hell that was again
is there a function for disabling the players movement without disabling the input?
set the movement mode to none?
im emberassed to say that i still have not found the disable srgb option lol
double click the texture, its in the details panel
How can I fix this? My landscape and its meshes remain lit even when the sun is under. I am using a skyatmosphere setup. I've done the same setup in another project and everything goes dark as night when the sun is under..yet somehow this is not the case here
Is there a way to disable sub-windows from appearing always on top of the main unreal engine window?
Im trying to transpose fps arms onto third person mannequine but i get stuck on sword and shield sockets from a marketplace asset.
They seem to be kept in place by magic and i have no idea where to start looking to change the alignment.
They look OK in the mannequin preview
I pay 20 dollar via paypal to who helps me please
I have "visibility commands" puting down my framerate to 40 fps
it is not shown on GPU Profiler
There is nothing in the web about it , just one topic with no answer
hello, maybe stupid question but i have problems with this thing idk how it is called but when iam trying move, rotate or change scale of something i cant cuz this thing is keep it in my cursor, maybe i pressed some wrong key or something.. could someone help me please?
that is your post process volume
you can press H (whilst selected) to hide it away
then it won't get in your way
i dont know how but it works thx
UE5 preview must be very soon..considering 3 days ago Rider added support for it
There is 2 ms of calculating Visibility commands on a brand new blank project too.
Can someone please help me. My landscape and meshes will not fully darken when the sun (using sky atmosphere) is below the horizon. I have not encountered this using the SkyAtmosphere lighting setup. In another project it just 'works'..when the sun is down everything goes dark..but not here. I have looked back and forth at the landscape and the lighting and the project settings for both to try and find what the problem is but they have identical settings
IS there a way to make a project start with Oculus and Steam VR disabled?
remove the plugins
What is the best approach to create like a whole round planet you can actually walk and fly around. Not talking about a sphere but a really big planet. How do space-simulator games like kerbal do this? π
You're not going to get an answer on that
this is a 'rewrite large chunks of the engine' question
yeah, that's probably right, but maybe there is some stuff I don't know about that could be used to replicate something like that
a transition would be okay, ofc, but simply creating a planetsize planet has float issues....
so how do games like flight simulators handle it? Is there a trick to it, that is relatively simple? π
technically you could probably load a grid of ground, and if the plane goes to far, recenter it and the whole map basically with an offset....
but they quite likely also use 64-bit coordinate systems to start with
I mean.. in unreal you can probably get away with 14km... if after let's say 10km I just reload some sublevels and recenter the level and player so it's at world origin again,....
I need to build a prototype for that π
oh, origin shifting sounds like I will look into it π
but how does that work with a giant giant level? because the sublevel coordinates could not be stored in float 32 at some point...
is it this thing made for AR stuff?
I have the exact same issue
you're asking a lot of questions when you could be reading documentation instead
no, better is I go to bed, because 0:00 π gn8 and thanks for your help! π
in editor, my landscape & foliage are behaving the correct way, but when I play, all my landscape and foliage are lit at night BUT not my meshes
did you find a fix ? @narrow mauve
or anyone that could help ?
how do i comment out stuff i dont want to run
Nope.
fixed
I had a level that was hidden
I just fixed it
LOL
HAAHHAHAHAHAH
YEET
That fact we both came on at the same time to say it was fixed..that is legendary
any idea on how to fix this
https://gyazo.com/379cb1d87cd9ff930d31d3a559ed9f0d
it happens when i enable distance field
i also just found out if i put an object with collision where the particles spawn it works but the particles go through the ground
I tried changing my snapping hexagons from Actors to ActorComponents and have concluded that BOY do ActorComponents have zero practical use. All my functionality literally broke. Components can;t be dragged and snapped reliably, ActorComponent references in a TArray inside the Game level ecome TRASH_Suffix Labels. etc
Creating a backup of my project was the right call.
Whats the most simple method to attach an item to a hand on the third person mannequin
Trying to figure out what is the best settings for virtual texture for landscape of 3x3km, for an RTS game, so you have some distance from ground.. Using 4 4 2 now, 256 tiles, 256 tile size. I find it odd that it appears to be high enough resolution though, IDK a bit weird
Sorry actually it is 16x16 at 1024 per tile.. hmm
or that is, 4x4, 16 tiles total
should've been blurred but isnt
ah it is 16x16
makes sense, a 16k texture total
using virtual texture gives about 10fps performance boost for me
I wonder what performs best, crunch or zlib..
crunch is zlib no?
Hey, so we're considering moving our project from Unity to UE4, but ran into a snag with UE4's multiplayer. We have listen servers and dedicated servers setup in Unity, but it seems there's no good way to get a dedicated server for a game in UE4? Could anyone elaborate on this please?
This is a copy of something I put out on the Quixel bridge forumes: I have spent a couple of hours scratching my head, wondering why the Megascans Bridge plugin for unreal engine 4 is not appearing in the unreal engine interface. I cannot export anything into unreal engine, and I am (almost) certain that I have installed the plugin in the correct files. I am probably making some simple mistake, I just don't know what that mistake is. If someone could help me out, that would be great.
you can literally just compile a dedicated server build?
How to set up and package a dedicated server for your project.
Right, so use source build, open project, and build?
you need to do some target setups, etc
And what's with the VS 2017 requirement?
probably out of date documentation
likely stripping a whole load of unnecessary stuff out that would otherwise inflict hardware requirements on your server
can anyone help me with this please when i am using my project and work in the blueprints or anything else randomly ue4 would just freeze and crash and i checked the logs and it says this "with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR"
so it is the graphics card driver at fault?
i would update your graphics card driver
it's up to date done it yesterday
do you know what kind it is?
so you have nvidia?
yea
there is actually a bug with a recent gpu driver, another thing you might wanna try is getting an older driver version
isnt that just with amd?
what driver would you recommend because my cousin was saying it is my drivers and stuff i didn't believe him
should i try a fresh re-install on my drivers like uninstall using their program?
by the way this is the full crash
what version of unreal are you using?
anyone knows how to use niagara muzzle flash effects with the function "spawn emitter attached" wich is used for particule systems ? :p
@tribal harness 4.26.1 but i have never had this issue before it ALWAYS happens within a few minutes seems like when i delete stuff or edit stuff then save a few times that's when it does it
hmm, you may have already seen this but do you think any of thease are the problems
ok so recently i tried to use my intel graphics so i can use my main gpu for other stuff the same time but i changed all that back to my main gpu now so not sure if that might be why and i recently updated my drivers 2 times so must be 1 of them
no way to know for sure
something tells me it was the gpu swapping but maybe the intel graphics drivers being installed may be annoying it
Here you can DownloadΒ Display Driver Uninstaller, this Display Driver Uninstaller is a driver removal utility that can help you completely uninstall AMD/NVIDIA graphics card drivers and packages from your system, with...
thanks a lot guys you have been amazing to help me
yeah, np
@fierce tulip thanks a lot to you too
Is there any tool that i can use to simply adjust the third person animations so it gets a lower more crouchy position
im not sure if i should check control rig or full body IK
Hey there, was wondering if anyone has ever used https://www.unrealengine.com/marketplace/en-US/product/ultimate-rts-camera
I'm having trouble with.. well I don't know, scope issues maybe?
does anyone see whats wrong with this?
Sorry if its a dumb question but I am very new to blueprints and unreal as a whole
The issue I am facing is that I cannot dash when I play test
and I cannot for the life of me find out whats wrong
With a minimal glance, but is Can Dash? set to true when the game starts?
I cannot believe I didnt check that, yeah ill check now lol
well
that was a little embarrassing lol, yeah it wasnt enabled
Nothing to be embarrassed about. Small things like that get me every single time... it's how I knew to ask lol.
well ill make sure to come here for my questions then, thanks for the help
So the problem I'm having is I'm only able able to access variables from my playercontroller.
I made a gameInstance blueprint, with a visible variable called Money.
I have a hub called gameUIHub, in which im trying to display the value of Money.
gameInstance and gameUIHub both compile correctly, but the Money value doesn't show up in game. If I move Money variable to my playerController, and set up my Hub to cast it instead, I'm able to see Money value in game
Even doing a child class of of playerController, and doing the variable in there - I'm still not able to access that
Anyone know how to fix clothes on chars? Retargeted the chars to UE4 mannequin and now the clothes fall thru the skin in certain places it didn't on the original char. Using the same physic asset and everything and when I press simulate on the physic asset it falls into place properly
@oak root That's unusual since I am able to access custom GameInstance blueprints. Make sure that the classes you are trying to use are selected in Project Settings > Maps&Modes. The relevant settings are under Selected GameMode and Game Instance Class.
when do I get "PENDING KILL warnings" I Destroy Actor X , then Respawn Actor X and set a new reference variable to the new spawned actor X, then when i try to access the variables inside, i get a pending kill. why ? I created a new actor and set a ref to it BEFORE trying to access the data inside
its like its finishing the entire line of code before the actor actually spawns.
because its a function ? and not a generic event node ?
Blueprint Runtime Error: "Attempted to access NODE_AddInstancedStaticMeshComponent-1 via property CallFunc_Array_Get_Item_3, but NODE_AddInstancedStaticMeshComponent-1 is pending kill". Blueprint: BlockInstances Function: Execute Ubergraph Block Instances Graph: EventGraph Node: Convert Mesh
yea maybe a reference cant be set on the same frame as a spawn , hmm yea, cant set ref is no item is in game on current frame. thats probably it
How do i get the state from 1 anim bp state machine into another so i can blend?
animbp1 <> animbp2
Hello! I wanted to reach out here before going onto forum on UE. I had to reinstall UE launcher on my PC, I can see my vault contents, no problem. But the new projects I create are not showing up under My Projects. I tried launching project from its location .uproject, it's still not showing. and I can't add any content to the project since the launcher is not detecting it
any advice?
I have this problem with my charactes face material
some parts of face are transparent for some reason
yet this is how i have the material bp setup
Is there a way to get the Directional Light from game mode or game state?
I tried casting to it but it always returns none
Um, I updated my version of my game from 4.25.4 to 4.26 and I can't get the game to open giving me a could not be compiled. Try rebuilding from source manually. Any advice would be appreciated
I'm worried I lost a lot of work
hello everyone, i've got a question about virtual camera plugin for the phone, is it possible to get the phone camera stream at the same time using one device?
Hello i've used SPLine Layer for Road. It is Working but problem is it is not rendering Terrain correctly in but Collision is Working...
@Glord 3D#5368 You can find solutions here... https://youtu.be/wa_XKGalqHQ
Unreal Engine 4 Tutorial showing you how to create a Third Person Character using the Third Person Character Template provided by Unreal Engine 4 , and using Mixamo Character and Animations.
Follow me on other platforms:
Website: http://www.abdulkaderelrawas.com
Instagram: https://www.instagram.com/abdulkader_elrawas/
Twitter: https://twitter...
has anyone here made 1mill in game sales?
@vernal dock Why?
Did you set the Game Instance to be used in the project settings? Post a screenshot of the blueprints so we can see if anything is obvious
Quick #UE4 Tip number 120.
Render mesh in wireframe mode.
https://t.co/dFfsEPxKzD
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
i wanna know what it feels like to prepare myself π
Don't worry Just Focus on Work that Step is far away...
& Unreal Engine/ Epic Games Deserve Share on that stage... because they made game Development easy...
is there a channel for computer builds or can someone DM me about building a good/not totally expensive pc?
what's your budget? You should take a look at pcbuilder's website, there may be some good ones there.
hey guys, when i toggle my flashlight with this code and the sound plays, i get these errors, anyone know why or how to fix them? cant find a solution ...
ahh my unreal engine do wierd stuff
some times it looks normal
some times it turns black
why does my server have 6 instances of playerstate on it when I connect 2 clients?
all but 2 of them are empty
could somebody please help me figure this message log out? i made a custom blueprint and 90% of the meshes just disappear on me when i hit play
what part of it don't you understand
how do i get the mesh pieces to not disappear
GothicStatues004_SM2_44' is not static cannot attach ' which is static to it. Aborting.
so the bp is already created and all the pieces are one now
idk what that means
you mean a static mesh?
oh ok i got it, thank you m8
i highlighted the meshes in the BP then changed them to stationary
so it worked, didnt disappear this time. you are a life saver m8
thank you, sorry, im fairly new to the engine
that will mess with your lighting btw
if they're actually static try to make them all static
ok
I'm new too it's all good
its a massive cave door
an entrance to catacombs that eventually lead to the labyrinth
so i was bummed when it went POOF
is there a way to re set an actor as anchor?
becasue it moved one of the pieces and decided to attach everything to it
dunno
i duplicated it and it threw a copy of it back in its rightful place
but there is still a midget statue hovering lmao
maybe ill leave it as an easter egg
a super obvious easter egg
haha, playin leapfrog
i decided to hide the floating miniature with a chandelier. dont tell anyone
it's going in my steam review
everyone will know
IGN will give it 8/10, it has a little something for everyone
floating miniatures riding chandeliers
@timber nymph just know that when my project is complete, the entrance to the first level was made possible cuz of you
if that's my legacy I'm doin allllllllright
oh damn
And there she is
that's really nice
Ye
did you make the assets?
And she went friggin poof when i hit play
No
Gothic statues, underground ossuary, and infinity blade props
that will definitely benefit from static lighting
is there a way to select all actors with a given static mesh in the editor?
cool I'll check it out
I have 4 bush types that I want to change to 4 different bushes, but they're not sorted in the editor, and I don't want to click through them one by one
ideally I'd want to just like ... select all bushes of type 1
ohhh found it
right click -> select -> all matching π
damn ue4 is amazing
oh nice
now I just wish it didn't move the thingies outside of their current folder when you do replace actors, but I guess that's "easy" to fix by just moving them back in afterwards
If anyone can tell me why im getting the audio component warning, it would be really helpful. It only happens during a PIE test game with both listen server and client. Its fine if one or the other on their own. Not sure if it will do it with a packaged game. Side note - the sounds do play on both
its amazing till its not lmao
yeah ... but coming from unity I feel like I've made more progress in 2 weeks than in the past 6 months in unityland
yea, unity is like dating a trashbag
I mean I did use ue for a little bit last year, but still ... blueprints are amazing, most of the builtin systems are amazing, and just holyshit all the stuff related to animations and meshes and debugging rendering/performance issues and having shit like "player collision" overlay or overdraw overlay or shader complexity or ...... omg so many things :d and the stat console .... I'm so happy :<
my only real "issue" atm is chaos ... since apex is deprecated, but chaos is still in beta ... so I'm just using apex and hoping I can switch to chaos once it comes out
yall dont forget to help @fallen marten
sorry im too new to help bro
night and thanks again @timber nymph u a g
they need an "at everyone willing to help people" up in here lmao
π Thanks @silent remnant - i was new here once too
Not holding my breath for any help on my issue tho - is more like a shot in the dark lol
would anyone know why my foliage shadows are disappearing too soon?
I don't know where to say this so ill say it here.
Could you recommend me any (for example), udemy, or whatever tutorial for a beginner? There are tons of them and I cant really decide which one is worth it.
Thanks and sorry if this is not the channels for this question.
data tables: is there a good/proper way to change a struct some data table is using as row struct without the data table breaking? currently i will do an export to csv/json, delete the data table, change the row struct, compile, re-create the data table with the changed row struct and reimport from source - sometimes this works, sometimes you have to modify the csv, depending on wether fields were added or removed.
all structs are defined in c++
curious if anyone has any similar experience. using a lot of data tables while iterating creates huge time sinks and something feels off about this approach. it's not like we didn't plan the struct before hand either, but sometimes there's one or two fields we missed that needs adding or removing. the result is we end up creating bigger and bigger row structs to simply cover all possible fields we MIGHT need down the line.
Is it possible to align any animBP to the arrowcomponent?
is it just me or today's unreal forum is not accessible
the webpage loading for quite a time now
why is project files generating, it says i need windows sdk, but it's already installed
Shouldnt anim starter pack work on a first person controller just by linking the animbp and replicating the TPPhero cp controls?
how do you make post proccess render before widgets?
My AI debuger menu dont work, it wont open
Whats the best way to make a skeletal mesh transform into another skeletal mesh? Kinda like a hulk transformation
anyone know why my editor is capped at 30fps?
Edit your settings in Project settings to change it to desired framerate
Are there any known reasons why resizing the viewport would be so immensely slow with 4.26.1 (and maybe other versions)? As in reducing the frame rate of the editor and viewport to <4 FPS until it's done resizing? CPU (9900k) usage, GPU (GTX 1080) usage, RAM, and VRAM are all perfectly fine and don't spike even slightly while this is going on.
because of rerendering prolly, but dont know the inner workings
good Saturday all, after I spawn my turret bp, nothing works on it any thoughts ?
By "nothing works" do you mean it doesn't spawn? It doesn't fire? Can you elaborate please?
it Wil spawn de blueprint but the ai won't work after spawn. it won't move or do anything
So, I have an array of cubes that makes a bigger cube and I'm trying to make it a sphere (this is the code im using: https://blueprintue.com/blueprint/shs2m1dn/) When the spherical bool is set to false it makes this (as expected)
But when I set the bool to true I get this:
The code to make it a sphere runs after spawning all the smaller cubes in
Why does it do this?
Is it possible to get some float variables from the player and store them somehow into a structure for use in a drop down menu within the editor? For example, creating a function with two inputs (Amount & StatToChange) with StatToChange being a drop down list of whatever float variables I added? I tried doing this with an Enum but there's no way to convert an enum to or from a float.
If I understand what you're trying to do, not really. Your two options would realistically be: 1) Stat Buff could use the enum to decide what variable to modify or 2) instead of having individual variables for each stat, have a single variable that is an array of floats. If you size it to the number of elements in the enum, you can index the array directly using the enum value.
a first project i might try if i learn unreal engine is remaking doomspire brickbattle
Thank you
@robust marten Oh! A Map of enum to float would also be a good option. It's basically the same solution as the array suggestion though.
Hey guys, I'm trying to set up a days/time system in my game, but I'm doing something wrong. It's getting stuck around 9-10 seconds, and bounces back and forth.
any thoughts
I have a scene component called SpawnPoint at the bottom of my Cube Blueprint, how can I use this to instantiate the blueprint at this location? Whenever I try to spawn it with a LineTrace it spawns halfway in the floor
I use these Blueprints
hi not sure if this the right place so feel free to redirect me if its not but im having an issue with importing meta data on static meshes.
when i initially import the mesh the meta data comes with it fine but when i try to re import the mesh the meta data dosent update.
is there an import tick box that i'm missing or is there a work around for this ??
any and all help would be appreciated
does anybody know how to make it so that a boolean can be ticked in the editor on an actor? Currently, it sets the booleans to the default settings when they're placed in the world, but I want to be able to tick Owned? in the editor if I place an item that I want to be owned. It wont let me tick them as of now.
Not sure what i could or would set the boolean to
If you're still looking for something, Tom Looman has a pretty good udemy course
@graceful sentinel there are free courses on the learn.unrealengine.com portal from epic, no reason to decide what is worth it there just start at the learning and beginner ones
@robust marten you are ticking it, causing the construction script to run again, then that is setting it back to false. Your setting that struct on construct so you wont be able to do what you want this way
@weak bone the spawn point is not the root, the root is where an item is spawned in at using the default transform (its offset/pivot). You would need to spawn the item then adjust its location in the world the distance between the actors transform (its root pivot/transform point in the world) and your custom spawn point. You might be able to do it another way by getting its class defaults and adjusting it on spawn but the smarter way is to just fix it outside the editor or fix your blueprint. you dont need a spawn point, just move the mesh up in the blueprint to where you want it (the root is 0,0,0), the mesh is the child so you offset it so its bottom is up however far on the Z so it sits where you want it when you spawn it.
Thanks, I just added the boolean to the MasterItem information instead of the Struct to solve this
im trying to make my HUD so that when the player picks up an item, it sets the "TurnBarOn" boolean to true, then if that is true, the HUD animation plays, but for some reason its not working
anyone know what im doing wrong?
so the first code is in the widget, and only runs when you first create it. when do you create this widget?
To update on this message, the problem doesn't seem to occur at all with 4.22.3. Is resizing viewports in 4.26.x slow for anybody else here? If not, I'll throw a thread up on the forums.
the widget is always on screen, its like the normal HUD, but i also have a widget that has the animation in it
is it better to have the things hidden until the animation starts, or just have another widget appear on screen when its active?
that top screen is from widget construct, that is what I am asking about. That code to check for the boolean ONLY runs when that widget is created.
so is this widget created after you turn the boolean to true?
no, this widget is constantly active while the player is playing. It says the score and stuff like that
I need to learn:
) How I can add buttons, combo boxes, text edit fields
) Transition from a game state that displays the above to one that displays a 3d scene, while passing information from the former
I am completely noob. What should I Google?
@calm pollen then that is the answer to why it doesnt work then, your only checking it once when you create it
you need to tell the widget to play the animation when you want it to play
@shut moss UMG is the ui system for Unreal Engine. Game Instance can be used if you need to transfer data from one level to another, but in your example there would be no reason to do that you just store it somewhere like the game mode or game state
ty
so should i make a branch saying if "TurnBarOn" is true, create widget, would that work?
where is the code for the second screen? what class has it
its just a widget that says Event Construct> Play Animation
the code when you do ActivateMagnet, your second screenshot
thats in the ThirdPersonCharacter event graph
where do you create the UI at, the main ui where your animation is at?
Whaht variable should I use to store a Blueprint actor in so I can spawn it anytime? When I choose Actor, I cant set a default one
if you choose actor OBJECT its an instance of that class in the world (it tells you in the tooltip), you would probably want actor CLASS @weak bone
the main UI is created when the level play starts
so your player has no idea about the ui?
ok to cut this short. You need your activatemagnet event to talk to the ui where this animation is and call a custom event on that widget to play the animation. IF your player has both a referene to the UI when you create it and has that activatemagnet event you should be good.
alright i think i have an idea now thank you
youre helping a lot of people with everything btw, just know it means a lot to all of us π
its just reinforcing the muscle memory so it helps me as well
@grim ore I get it, but I can't find the type Actor Class
when you choose the type for your variable, there are 4 options. the second one (in purple) is the class for that type
There are more than 4 for me, the second one is Byte and the only purple ones are Name & String
you want actor as the class dont you?
Yes
Oh, I didnt knew there are sub menus
so you would choose actor as the type, then you would choose class reference
Thanks!
yeah I guess if you just click on it fast enough you might not notice that
It isnt a problem because I can set it on BeginPlay, but why can't I set a default for it?
did you compile the blueprint
yay!
I want to choose Trigger Box but it doesn't show this in the list
in the code i used ATriggerVolume with EditAnywhere property
what is wrong with it?
didnt they say ue5 would be avaliable in preview for early 2021?
we're in march now
I dont think early really has a definition for software dev
cant seem to get reverb on my weapon, can someone tell me an easier way?
is there anyway to limit first person shooter shots?
I have a game instance of the number of bullets and when i set it to 0 I want the first person shooter to not be able to shoot anymore
Inputaction fire?
I don't have a shooting function
Im using the default when u create a FPS project
At the spawn projectile comment window?
so lets say you figure this out, is the next thing to ask us how to make it reload?
No
Hi. Not sure if this is the right place to ask, but does anyone here use Houdini with UE4 - Specifically with curves as editable nodes?
@oak root did u figure it out?
Ehh, made a bit more progress, but once it gets to 1 minute, it resets to 0 minutes 0 seconds
So something with the way I'm getting the time is wrong
you're putting hours in the first 2nd slot on your print statement
What si the goal just to add the time up?
yeah, so how in any tycoon game, city builder, etc how it shows the date or day number, and time. I'm trying to make that
So the result would be... 'Day 13 Time: 4:44pm
Oh just for an exercise? i believe there are built in functions for getting the time.
Ah..
@neat forgedebug it. breakpoint on the cast and see what class you are getting out of the get controller
@oak root dont delay on tick... that is bad.. horribad. super bad. use a timer if you need a repeating event.
Thats what i was getting at ...
My thinking was it would actually help the system so it doesn't have to run this function as much
Played, nothing based on the real time
Ah
How it is in say, The Sims
So like..
Well i dont play the sims haha ... but what i'd do is have a Counter variable called TotalTime
And each tick. Add in the delta seconds to total time
Then take the accrued timed, and do the modulus math to determine how much time
Yeah, that's what I'm changing it too right now
and use timespan math if you want to add to a timespawn, just add a timespawn (your existing value) to another timespan (a new one that has the amount you want to add)
Do you have a Player Controller. Set in Game Mode is my first question
@neat forge then the pawn you are running this on (self) has no controller
Ohhhh π€¦ββοΈ lmao thanks
Yeah its cause my other level had it i forgot to add it in this test level lmao
Thank you guys
what should I change in order for my FPS projectiles hit a third person AI?
dont use weird math to work with timespans, let them handle themselves. just figure out after X time how much you want to add to your timespan and add it using a timespan + timespan node
they are going through him
I cast the event actorbeginoverlap to the projectile but it doesn't work
change the collision on the AI or on the Projectile.
@oak root As Mathew has mentioned, using a delay like that isn't a great idea, and will likely hamper you in future if you wanted to trigger other things from the tick. However, if this blueprint was going to do absolutely nothing else (or rather everything within it only needed to fire once per X seconds) you can go to the Class Defaults of your blueprint and change the Tick Interval
Ayy we good now!
changed on both and still not workoing
I changed the simulation generates hit events
I mean it really depends on what they are trying to do and whats more efficient
none of that is the collision itself, the channels it collides on
you dont have to create a new timespan, its a fixed interval you can have a variable that has the amount you want to add every time
his math was just breaking it apart and then putting it back together again which was causing issues
Got it done, thank you
is this more effecient? I'm no longer saving a timespan, only tick, and then breaking to a timespan for display
His math could of literally just been add delta time to a counter to achievement same goal
what is time length
Ot
and time multiplier
It's my tick, and time multiplier would be for user speeding up time
Setting game speed to 1x, 2x, 5x
Whats the time length for
Time length is my base multiplier
Hello when i kill my Enemy and simulate physics it just rolls around in its collision i think, How can i stop this thanks.
Here is my BP
I use this to shoot a Line Cast, but when I move and rotate a bit it just gets really messed up, what is wrong? I have ticked "Use Pawn Control Rotation" in the Camera, everything else is default
@weak bone those are your start and end vectors for the line trace right?
Yes, sorry, here is the whole thing
assuming you always want it to go from the camera to that distance down its forward vector, you need to add the two together to get your end vector
oh so forward vector + world location?
yeah, your current end (the ouput of the multiply) + your current start (world location) = your new end point
Thank you, works!
@opal lark open up the physics asset for that skeletal mesh and adjust it so it reacts the way you want, it might not be created very well
Hey can someone remind me , what was the name of this type of widget?
the diamond? thats exposing a vector variable as a 3d widget in the details panel of that vector variable in a blueprint
@grim ore The physics look good mate any other reason why it roll around on simulate physics
is there any way to have two event actor begin overlap for one object?
I want my AI to take hits and to cause damage
or should I just chain the castings?
@opal lark well its the physics asset that determines what will happen. Also if this is an AI does it still have its capsule around it when you tell it to simulate?
@plush yew what does your task manager show for cpu use?
@sleek bridge and overlap event is an overlap event, two thingies overlap. depending on which overlap you are reacting to (the causer or causee) you know what is taking the hit and you can then also tell what was causing it and do what you want with that
@grim ore It does Ive tried to destroy capsule component on death but he does not simulate then just stands in idle animation
turn on physics visualization then, when its running in the console type pxvis.collision 1
when it dies now you should see what it is colliding with
your capsule should probably be set to no longer have collision, then your mesh should have collision enabled and physics enabled. when death is called
@grim ore Ok Matt ill try thanks
Hey @grim ore it's a privilege to bump into you! You've helped me a few times in the past with your tutorial work and it actually inspired me to become a youtuber myself producing UE4 tutorial content π
@proud canopy Your right mate
@grim ore Ok Matt something weird is happening , if i set physics on the mesh. In editor he will just drop it works, but its not working on that bit of code.
Is this code rite to simulate Physics ?
Daz are you trying to get your actor to go ragdoll?
Hello, sorry total newbie here. Probably a dumb question, I'm stuck (I think in player mode) in a viewport and can't get my mouse out of this viewport window only able navigate around in there, I tried esc.... How do I get out of this mode and back to my project.
@proud canopy Yes mate
Go into mesh --> Turn Query and physics on and you'll be sorted Daz
@last rampart Shift + F1
Is there a way I can change the mass of a Blueprint class via blueprints?
@proud canopy If i simulate physics he just falls I only want to simulate when his life is depleeted
So when I spawn it I can choose the mass of the spawning actor
Turn on mesh collision to everything except pawn
@
@weak bone expose a float for the mass (so you can set it per instance in your level), then on BeginPlay use it to set the mass of the blueprint component
@proud canopy This is what I have and thanks for helping mate
It's all good Daz. I've just released a tutorial on this topic, its currently early access for my patreons only but I'll send it your way so you can get the issue sorted π
In this episode we go over how your character dies, ways your character can die and ways your character can respawn!
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Just follow that and go to the ragdoll timestamp
@woeful folio Sorry I don't quite understand, I want to change the mass after (or before) spawning the actor and I currently have this code, what exactly do I have to do?
@opal lark it might not be the issue but in that screenshot you are turning on simulate on the capsule, not the skeletal mesh
@weak bone once you spawn the return value on the right is the item you spawn, drag off it and you can set whatever you want after spawning it
@weak bone drag from that return value and type mass, then youll need to choose what component within the actor you're setting the mass of
When I type Mass this is all I get
@weak bone you might need to cast to the actor type first
Is there any way I can cast it the Blueprint Class Variable I have (SelectedSpawnItem) instead to a fixed blueprint?
I'm a little confused. Are you wanting to set this new mass value in every actor of that type you've spawned, or just have them all the same and never change it? (in which case you can just set it in the blueprint and forget about it)
any idea why when i apply a certain sound class to my sound wave files they no longer want to play in editor when clicking on them. The play button just flickers to start and then stops right away.
This is only when its set to 1 of the 7 sound classes we have.
i have checked all the options that i can see on the sound classes
@weak bone since that spawn actor is taking in a class from a variable it wont know what class it is, you need to cast it to the specific class (you will notice the return value says actor generically, not your specific class). and then at that point even with the specific class, you need to find the item that has the mass and set it on that
Im trying to recreate the Spawn Menu from Garrys Mod. You can Open a GUI and select a Mesh that you want to spawn (Which is saved in SelectedSpawnItem). Now I want that you can also type in the Mass of the object you want to spawn in the GUI (which is stored in SelectedSpawnMass). Now I want to apply that Mass only to the Actor I am spawning, so not to every actor of this type
when you spawn an actor, the return value is that instance of that actor, its the unique one
in which case yeah, as has been mentioned, you need to cast to it
if you are trying to do something generic like this you might want to start using interfaces
or inheritence where the base item has your items that have mass for example
mass itself is not a property on an actor is going to be the biggest issue
@grim ore I Fixed the issue so now he ragdolls on death how do i stop him squirming around on the floor and moving looks like he has no bones whatsoever
Anyone hear anything on the preview release of ue4?
@opal lark it should stop squirming if its physics lets it. if its going nuts adjust the physics asset.
@grim ore Ok Matt Im get used to collisions etc, but ive learnt a lot from your YT
it might be smart to just tell it to stop simulating physics after afew seconds
yeah good idea
but like the default character uses this for physics
which is great and all but with every part being round its hard for them to stop jiggling around eachother
I recently went back to unreal from unity and Iβm so happy I had
@grim ore How do i disable Physics in Bp is there a node ?
same as set simulate physics
@grim ore Oh yeah,
Hey yall
google led me to you
i have a question with Unreal if anyones got some time
@opal lark yep when I had to do this I did something like this, its been a while. Basically swapping in a posed asset in the animation BP or in the character once time has passed. https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/62078-how-to-handle-dead-bodies-freezing-ragdolls-for-performance?90446-How-to-handle-dead-bodies-Freezing-ragdolls-for-performance=
so ive finally decided that i want to make something using unreal's c++ that i can develop into a possibly full game (not flappy bird and shit for copyright reasons) but my knowledge is pretty limited (input, movement, collision, destruction, interacting with objects, nothing advanced like procgen), what type of game should i try my hands on?
there is a reason why there are so many walking simulators π
can probably make an entire game using only marketplace assets
yup, but i would like to do somehting thats more programming than art heavy
because thats how you get better
so you can use the assets from the marketplace, so you dont have to worry about art, and program all the other stuff yourself. If you want to make something into a full game but need an idea, figure out what you like and how much time you want to take for this and if you want to finish it
it also depends on your skills you want to work on at the same time
avoid anything that requires lots of animations
I mean if you really want a random game idea https://indiegamedev.net/2020/02/23/random-game-idea-generator/
Hi there, does anyone know how to get better performance when using the dmx plugin? Iβve created a concert show and looking to pre-vis with a lighting console, but the lighting causes my frame rate to drop from 30-40fps, to 8-10fps. It would really help to boost it as itβs causing lag when Iβm running effects and keep things in time
hi, i'm trying to blend meshes with landscape using virtual texturing but i end with this:
any idea wtf ?
anyone know a good way to change all of the retargetting options at once?
its quite annoying having to change them one by one
wait nvm figured it out haha
@grim ore Sorted thanks Matt
Anyone know how to add a particle on death undr corpse IE Blood pool etc
blood pool would probably be a decal, you could before you stop simulating it do a line trace down, find the nearest ground point, then spawn in a decal at that point
Hey gang, stupid question that I've been stumped on since yesterday. Why are some assets colliding for purposes of dragging into the viewport and others aren't? Both are set to "BlockAll" and have a collision box set up in the asset editor.
Here is a video that shows what I mean: https://www.reddit.com/r/unrealengine/comments/lyj4wl/why_are_some_assets_colliding_for_purposes_of/
realistic car movement sounds intimidating
How about unrealistic car movement?
doesnt Chaos have vehicle stuff?
apparently pretty good
but maybe you want to implement it yourself π
Does anyone know of a way to filter input based on a condition? I have a few bools for my player, and while they are true I don't want the player to be able to do most inputs(running, jumping, attacking, etc.) I considered simply checking in those input functions if the bool is true, and not allowing input if it is, but I would be checking this on so many functions it starts to feel a little redundant. I don't completely mind if it's redundant, but I thought I would ask first.
Place volumetric fog exactly where you want it! credit: Chris Murphy
Volumetric Fog in @UnrealEngine isn't limited to just one generic density slider. You can actually apply the properties to a material and use objects or particles to set up little artistic fog regions! It's a great way to quickly add a bit of character to an area. #UETips https://t.co/4hmizE4NI7
198
1368
He shows the material, and answers a few questions in the thread.
i mean thats just normal top down movement lol
@grim ore Thanks matt
Is it possible to merge animations with some control? Like merge at spine? I mean the animation files, not programatically.
Hello. I have an idea for a mechanic in which when a player puts on headphones, he does not hear the environment around him, but he hears what is in a certain room and I have a question is it possible to do this without moving the player's camera?
yes look into whatever type of audio emitters and sources there are
well I have a sound source on stage from AI steps
and their sounds are tied to animation, this is the problem
or did I not understand?
Are you asking how to do it or if it is possible?
Yes
Ok then, yes.
and how to do it?
I think in PlayerController there's some ways to do it
I don't remember the specifics off the top of my head though
Easiest way would be to use sound classes and then sound mixes and duck the sound for the main class down to 0 volume and increase the volume on the special sound class for that room
Then just set the sounds in your room to use that sound class.
iirc in PlayerController you can just set the listener location
And when you put on headphones do the lowering of the main sound class and increasing of the special one.
but yeah sound classes would let you play with the volumes of things
Is it possible to start nDisplay from the commandline?
Whats the easiest way to blend upper body with lower body continuosly. I want to apply any animation above spine from a set of anomations, onto lets say any third person animation.
I assume there is something that can mix the states from 2 machines, i just dont know what.
is anyone familiar with a way to prevent a player character's camera from getting pushed forward by another mesh? I'm not terribly familiar with how it works but as you can see here if the camera intersects with another mesh it gets pushed forward ahead of where that mesh is, just want to prevent this from happening and keep it fixed to the player character's view, any tips much appreciated.
@plush yew i believe there are some collision options on the camerafor that
in the player blueprint
yeah ill check that, i thought it might be those checkboxes
Hello everyone.
I want to make a combat system in the game.
In it, the outcome of the battle is known after completing the cycle and is calculated "instantly".
However, due to random values ββin the cycle, it will not be possible to repeat it 100%.
You can make a log file of the battle, where there will be no randomness.
Any ideas on how to do this?
For UE4 to replay the battle from the log file as a replay or scripted scene with all animations and effects?
Does anyone know why my foliage in the distance looks so bad and grainy, almost looks like im using grain or depth of field wich im not! Very thankful if anyone can help! π
@rancid forum if you use random values with seeds the randomness can be the same if you replay it using the seed values.
@rotund elbow hmm, tried quite a few options, doesn't seem to make a difference, going to look around on the forums,
okay π
aha
just got it
camera boom probe set to pawn fixes it
not even sure why that worked
I'm working on localization for my project, but I am getting a script bytecode conflict for text in a function that no longer exists, does anyone know how to deal with this?
thats the behavior i was looking for
still collides with the other geo though, not a huge deal just interesting
still dont want it to collide with geometry though
dont want this either
gotta find a way to get the probe channel to ignore the geometry too, just want the camera perspective at all times
Found the culprit, sweet, disable this checkbox get the camera back
Is there a quick way to make a particle emitter take the shape of a mesh, or for the particles to be contained within it?
in the spring arm option there should be the same thing that is if your using a spring arm, in simple words the spring arm is basically a blocking collision box i mean its many things but. you can check the box for the collision test in the spring arm and it should go threw things just keep in mind this is for everything so if you have a building etc the camera will go threw it just keep that in mind but i do think there is someway to make that happen for certain objects
@plush yew thanks, yeah, there are options in UE to make other custom collision object types from the project settings menu, exploring those as well as other avenues just to get the ground and walls to be the only collision barriers, appreciate the tip
@plush yew Your welcome
Fucking hell I want MetaHuman to come out now
how would you handle notification in the player controller when a member of the playerstate is replicated?
What's happening there is no connectivity issue still not loading.
Anyone willing to look at my blueprints and help with something?
Trying to get my character to hold a pistol properly. I have a pistol anim bp setup but it never transisionts to it. Always to my rifle animation bp
Hey guys! I just got a new laptop with a 3080 gpu that works like a blast on everything but unreal. The engine refuses to use the rtx and keep using the integrated graphics no matter what I do. I've tried disabling the integrated graphics, forcing it on nvidia control pannel, forcing it on windows graphics settings, and nothing.... All drivers are up to date... Does anyone have a clue why this is happening?
how do I make my player start with no camera? it always starts at 0,0,0 before snapping to the pawn I possess
wtf is a 3080 gpu
do they already have rtx 3080?? bruh my 2080 is gonna get outdated faster than I thought π
There are 3080s now. 2080 is still worth because of crazy gpu prices. Probably a collector's item now.
Not sure where to ask this, but how do I include the steam sdk dlls in a project without installing it to the engine directory? Would like rest of my team to not have to install it.
just Binaries/Win64/32?
@sturdy vessel we use scripts that auto install the plugins and files for steam sdk, 3rd party software, project plugins, engine plugins, compile, local config file adjustments, uproject file, all kinds of stuff
maybe something like that may work for u?
@marsh swallow Yeah it would. Trying to keep things as simple as I can still. I will do that if I can't find a way. Thanks!
the script was our simple way. hahaa
Any ideas on how to properly export a skeleton mesh from Houdini to Unreal?
AFAIK the Houdini Engine plugin for Unreal (even v2) can't do skeleton meshes, leaving us with the FBX format. I just want to export a very simple, custom skeleton, just a few nodes/"bones".
The problem I have is that the "scale" parameter of the imported skeleton is wrong relative to the scale of the imported model/mesh, by a factor of 100. Visually, everything looks correct in Unreal, but the "scale" parameter is 100. AFAIK having a scale other than 1 can lead to many subtle problems later if I try to work with this skeleton further in Unreal. I will use Control Rig in Unreal for rigging and animation.
If I tweak the scale on export/import to get the correct skeleton scale the model/mesh gets the wrong scale instead, and will also be visually the wrong scale.
I can also transform just the skeleton in Houdini to get the correct scale on import, however then the skeleton will be 100 times too small for the mesh and will no longer fit the mesh.
FYI I use Houdini's ROP FBX Character Output node.
The scale is 100 (should be 1).
Heads up, seems they finally added some documentation on the new Enhanced Input system, I've been using it and seems great, give it a try! https://docs.unrealengine.com/en-US/InteractiveExperiences/Input/EnhancedInput/index.html (Tip: to get multiple axises into a Vector2d, use the swizzle modifier)
Using the Enhanced Input Plugin to read and interpret user input
Is there a list of additions to the unreal documentation somewhere btw?
is it possible to install marketplace content without using the epic games launcher
Anyone have this issue with Unreal Insights before? Everything is showing up as <unknown>
using a source built version
Quick #UE4 Tip number 121.
Asset user data.
https://t.co/Iby8Xqo5mX
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
Word, Niagara effect I made for Balenciaga's video game featured in Epic spotlight
Is there a library of Raytraced shaders I can apply to my raytraced scene? Currently, I am using the materials found in the starter kit, but I think when working with raytracing I should be using materials specifically built for raytracing, correct? Or does it not matter.
thanks for the answer
Is this considered a lot more expensive performance wise than doing a looping event timer on begin play? lol
wait what
does that even work?
oh ok it doesn't duplicate
if (LatentActionManager.FindExistingAction<FDelayAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == NULL) { LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FDelayAction(Duration, LatentInfo)); }
yeah don't do that
@sharp crest
but why
how do i hide this stuff at the top of my scene?
nothing?
ok
dont think u can lol
I can't tell what's going on in that code.
I mean the code. I recognize the blueprint as "make a new latent action every frame, that will have to be processed and deleted many frames later"
it's searching a map keyed on all objects and valued on all pending tasks for tasks belonging to the object starting the delay
and then iterating through any returned tasks searching for a uuid
the second part not so bad
is that about the delay node?
ok didnt see
the map lookup isn't bad and it's probably returning one thing each time
but it's super wasteful
just needless
start the delay and have it trigger an event that restarts it
that took five clicks
if that's how you write all your code then yes it will matter in the end
if this was one thing then no probably not
what is it supposed to be doing anyway?
?
if you say so
anyway you asked if trying to force a delay to start every frame is more expensive so yes it is more expensive than almost any other solution
well I know it's more expensive
I just want to know if it actually matters
lol
so How more expensive is it
don't optimize prematurely
make your project and then profile it and fix the slow parts
but also don't write dumb code
you can have the delay retrigger itself
that 1 extra node tho
ok
too muhc work bro
if you already know then why ask
u didnt answer my question Idk
d
ok so you want me to write the two samples and profile them and give you statistics?
yes pls
thx
I'm really just confused at why you put a delay after event tick. Every frame you're putting a note to do something 30 frames later. Time travel?
what was your question then?
just "is delay expensive"?
if it's not every tick why show it on ontick
why does every answer you give just make it less clear what you're doing lol
lmfao
are you like, setting a flag and checking it ontick? and when it's set you start a delay?
nop I just have it
as a loop
that runs all the time
for some actions
just like a loop with a cooldown
thing
omg noooo why wont it work
pasting into a function?
function libraries dont work in objectS?
whats this bullshit oof
Im pasting a function from a function library into an object and it wont let me
I cant find the function in search
so I went to an actor and placed it there
then copied
sad ok I will just make a reference function in another actor
lol
this is unrelated to the delay thing
well I guess its related in a way actually
but not rly
yea but like
not technically at least
"placed it in an actor and copied and it doesn't work"
"I'll put a reference in another actor"
I just googled it bro u cant use blueprint function library functions in uobjects
I just made a function library and put nodes in it and copied them into an actor bluprint?
I will just make a function that calls the function in the function library in an actor and then reference the actor in that uobject function and call the function that way

wut
ye
still works
its so dumb tho why cant I like
call the world
and then use the function
lol
cuz I have an actor reference in my uobject

yeah you made a derived class and added members to it
Idk what u mean bvut sure
when you make a blueprint you make a new class that inherits from an existing one
so you don't have a uobject you have an entirely different class that inherits from uobject
so you can add stuff to that
thats lame
but unless you add e.g. the actor reference you're talking about, it doesn't have anything in it
ye I will just do it with the actor
yea
Cheating in UE4, game state in a UObject 
but its cooler that way
hi, sorry if this is the wrong channel to ask for help but im having problems where when i try to bake the lighting it gives weird shadows, tried googling it and it says to change your light map uv source to the second one but i havent had much luck
Please help i am very new to UE4 and i accidentally closed some windows and when i try to reopen them they are invisible so please can someone help me get them back or tell me how to
should i try to update UE4?
is it like you can see that they are open but they don't show up?
yes it opens up a new tab for UE4 but when i hover it shows my desktop with only my apps and no unreal engine stuff
is it really small or on a different monitor maybe?
No i got one monitor and its just disappeared
im updating UE4 and if it isnt fixed i gotta redownload
which window are you trying to open?
This page describes how to customize the look and feel of the Unreal Editor's user interface by rearranging and docking various panels and tabs.
does this help?
no
I think the one you are missing on the left is called place actor? if you go into the window menu it should be one of the options?
because when I click any of them it opens a new UE tab and when i hover over it nothing is there
so im going to update it
and hopefully that will fix it
hi , i am beginner to UE4 and need some help with using megascan assets . i am clipping through my megascan asset for no reason , i have checked all the mesh atrributes and compared them with default primitives of UE4 , still i dnt know whats happening
Hello are brushify packs well optimized for games?
read the reviews, and consider the fact they have gotten an epic mega grand for their stuff
it is not but can i show it over a call in DMs?
EY I FIXED IT
i needed to load default editor layout
Where the best place to store player related data, only for local use, other players dont need to know it, or even server? For example auth token that should be globally accessible for player and also transferred between levels.
hey guys some basic question here... Lets say i know python, and I have some grass to be animated in the wind, can i write 50 lines of code and make it happen in unreal... I am a noob, kindly answer.
can i do that pretty easily atleast
I wanted to know what i can do in python in unreal
kindly...
Sorry I do not know
Personally, I'm not using python x)
Also, I would like to know how I could make all teleporters teleport to a single point
the blue ones are gonna spawn procedurally in the map, but I would like them to only teleport to the red one wich has a fixed location
could anyone take a look ?
GameInstance
That's good. Sorry I couldn't help more u went on a walk
Is there any way to restrained particles to be kept inside a mesh?
ty
Hey guys. I am using advanced sessions for steam and I have two problems. 1- the session is just for one country, how can I change so that is Europe visible or universal? 2- how can I change a setting in a session when the game starts so that another players can't enter?
I thought so but players in a different download region can't see the sessions
Did you used advanced sessions and just created a session?
No. It is completely family friendly. It's cute also
I need to check what's wrong
It's possible to give a specific light to a zone? (photo for example)
You should be able to do this by having a post processing volume in each room and tweaking the settings. See - https://docs.unrealengine.com/en-US/BuildingWorlds/LightingAndShadows/PhysicalLightUnits/index.html
Explanation of using Physically based lighting units.
work even if it's open map?
yes, you can scale it and place it anywhere
can ue4 handle 1cm landscape resolution?
is 3dtext broken? cant seem to update the actual text/string through blueprint (SetText)
idk if im being dumb but when i make a UMG widget animation and i deselect the animation it just does this
i want the render opacity to be 1 when i deselect it
Hello guys I have problem with my runner game, the problem is supid but I can't fix it for a lot time
this code works perfect
this is the same code but with different key binds
the A key doesn't work correctly, it should switch the lines from right to left but it switches from left to right
how can I fix it?
I have a video playing on the main menu, if the user alt+f4 it will not close and create a background task. How can I resolve that?
https://docs.unrealengine.com/en-US/ProductionPipelines/ScriptingAndAutomation/Python/index.html
Read through this, it's probably possible? It's also probably going to be like pulling teeth compared to just using blueprints or C++
Describes how to use Python in the Unreal Editor to script content production tasks.
Is it for CAD/Engineering solutions? It really depends on the type of data you want to bring in and how you want to show it
game. 1m resolution is toooo big for landscape
What are you trying to achieve? Sculpting detailed areas?
doing dunes and deserts. sharp peak of dune
you'd fake that with good shader work, not by getting a 1cm dense landscape.
Yeah, a combination of shader/textures for ripples
^ too expensive for shader work
1cm is more expensive
You'd probably want to make a bunch of static mesh of dunes and scatter them in a direction across the landscape and blend between them
i mean financially expensive
wdym?
is the blending so good tht you wont see it?
whats going on in this event graph? is anyone able to explain it in understandable terms?
You'll have to iterate on it, it's the same blending that happens between trees/rocks and other objects and the landscapes, its easy to see when its wrong
- getting the materials to blend well and not just the mesh/landscape
yep, they're same
@plush yew https://www.youtube.com/watch?v=4x7zFqh7XVo
In something like this the terrain can be generated by a decent heightmap and you use texture mapping to sharpen it up, having a good sand texture over the tunes helps sell the effect then adding stuff like low sweeping sand/wind over the dunes
Preview of the new Dune Desert landscape, showing the blowing sand FX
You'll have to work within the limitations of the basic landscape assets then!
and i dont even need flying sand all the time so it wont help
can anyone help me
you should set them as actions rather than axis
that would work better in your case
Axies go from 1 to -1 and it wouldn't make much sense in your case
well i mean you could still make that work right
but actions are easier
since in the event graph you can simply do "MoveRight" -> event that moves player right
has anyone had this error on a dedicated server?
Actor and Character collision question,
How do you have a controlled pawn interact with the physics body of another actor?
I have a spike trap that tiggers on overlap with an actor and then the spikes go up I damage the player. I also want the actual spikes to collide with the player.
The skeletal mesh of my spikes has a physics body as shown below
Right now I trigger the spikes and get damaged but the physics body does not collide with the player, I've been messing with the collision presets for the capsulecomponent and spike trap but can't figure it out!
This is my Player
It might! I'm actually thinking of doing it a different way anyways, slow the character down and apply a small impulse up, walking into the spikes will just damage the player
creative problem solving = sidestepping π
Hey everyone! Does anyone know a way to render a movie including a sphere reflection capture? Just got the perfect look on the viewport but when I render the sequence it lacks the reflection π¦
can you create audio directly inside of ue4?
how do i play sound backwards in ue4? is there any node for that?
based on the internets, no. you need to reverse it outside and bring it in
Figured it out, I had the wrong collision setting on the skeletal mesh (forgot to change it back after setting up projectiles types to go through it)!
Now I have the reverse problem where it's pushing the character out of the damage overlap event π
Can I reference a physics body in a blueprint for an overlap?
Fixed it by using a seperate box collider instead of the trigger, that was slightly bigger than my spikes, working now!
Anyone knows a nice curvature mask/ material tutorial for edge highlights?
Next issue, why does the animation speed up if I am moving through the overlap trigger as it is animating?
It plays normally if I stand away from it or on it, but if I jitter around the edge it speeds up with my input.
Weird question but can a plugin be enabled and when loaded it updates the input settings to add axis and action events? For example making a Character plugin that contains a complete character and when enabled I want its default input events to be added automagicaly to the project
I need help i use default Third Person Pawn and trying to use OnComponentOverlap for Door(Actor) with collision setting Trigger but it doesnt work. Everythin is work as expected except Overlap for Door(Box is root component and msh is attached to it)
What part doesnβt work?
Hello, how do I move the grid's location when using the 'Snap to grid' node?
You don't, there would be little point to the grid if the grid was movable
On z it might be useful (in step increments)
Why does my old project look like this when I open it in UE4? The compiled game looks fine, it's just the editor that somehow messed up.
I tried turning off and on all the lightning options but nothing seems to work. Also rebuilding the project
that looks like a post process material
Here is a peak into how my mind works and by no means this is officiant but it works
It ads either by 1 or by max and minuses the same this took me all morning to get it to work
It runs off two data tables and an array and one boolean to make it be max or not
It minuses up to 6 items at once
Like a crafting system
It killed my mind and now I take a break but hey now I have my core function working
It's a clicker game
i want the door to open when it overlaping with pawn but oncomponentoverlap doesnt work
@grim ore you could use keyboard F instead of input action for example
wait what does this do again?
i am making a sorta clicker game too
keyboard F wil transfer to other projects w/o settin up input events
It use two data tables
One Data table has a set of integers labelled in order of an array labeled by the item
The second data table is a table with 6 id for the array it's going to go with and them ids are labeled like 7 for lightmatter I use 0 as the preset of no item
Its definitely not officiant to be honest
you meant official?
Oof I'm bad with my own language
U can use it for Reddit credit if u want
@remote bramble "get this to work" doesnt help at all, we dont know what its supposed to do or what its doing now.
Hey guyz im looking for an expert for individual teaching while I'm live streaming on twitch. My community is always interested in seeing experts excelling in their tasks
Anyone familiar with render targets and the engine drawing capabilities?
someone who is able to explain the math behind this event?
whats actually happening?
do you know what modulus/modulo/mod is? if not check it out
its basically a way of looping a number from min to max with one math node
you could for example count from 1 to 100, with a mod of 10, and basically loop from 1 to 10 10 different times, so its good for say setting up a grid or counting without resetting your counter
minute to seconds is a good example, say you have 65 seconds but in a minute you only have 60 seconds so if you used mod with a total # of seconds you could find out your seconds that are left. so in this case 65 % 60 is 5
that example above might be for example 100 blocks is to be put in the level but 10 blocks per row
Are u familiar with render targets and drawing in unrral engine mr mathew
nothing beyond that they exist lol,
everything is a render target
Thing is i want to combine a tutorial of yours and a tutorial of render targets drawing
In unreal
i fixed issue just deleting c++ clas on the scene and placing again/ somehow old one needed refresh his code but it wasn't
this chat probebly gets this question a lot but do we know any more on when UE
is going to be relesed?
we do but if we told you we would lose our special access to it π¦
can you tell me how I would get this special acsess so I can find out? π
yep wait a few months!
Mw how's the YouTube going
damn π

